Asawyer's 2/433 HC LTA DB Run

Asawyer's 2/433 HC LTA DB Run

NEW Disco Bandit Hardcore not defined ASCENSION STARTED 20170812
------------------------------

This log was created by the Ascension Log Visualizer 3.7.0.
The basic idea and the format of this parser have been borrowed from the AFH MafiaLog Parser by VladimirPootin and QuantumNightmare.

Here's a brief (hopefully) breakdown of my final HC LTA DB run for the season. All my diet/planning stuff is in an Excel spreadsheet rather than Google docs so sorry if you want to see details. I have about 450 turngen planned, and at the time of the run 438 turns was the target to beat. Here's the planned targets for 1/day stuff:

Digitize - desk, desk, witchess; witchess, frogmen, witchess
Duplicate - goats and gaudy
Enamorangs- assassins
YR/missile targets - beanbat/gear pirate?/151 frat; burly/blackberry/filthworm/filthworm or green ops
Deck pulls - Tower/Mickey/Mine, Tower/Sheep/Mine
Witchess - Ox/Queen/Rook/Rook/Rook, Ox/Queen/Rook/Rook/Pawn (think I ended up nabbing the king for mus test?)
Instakills (with squint): Nook/whatever, Filthworms/Fulminate/A-boo
Banishes - too many to count
*This is a significant aspect of high end runs at this point but I just don't have the time to map out all the options for Asdon banishs. The short version is that most zones with >1/4 odds of seeing a repeat monster are going to be staggered so they get at least 1 banish if not 2, and a few day 1 banishes are just used a free runaways in noncom zones
Numberology - 3 adv / 151 frat, 3 adv / perfume
LOV - mox gear/stats/enam, mox gear/items/enam
Tea Tree - craft tea, chari tea
Boots - ML/item
Snojo - item hat
KGB stuff - try to find meat and item bonuses toward the end of day 1

I developed a plan in late June for doing HC and specifically chose Disco Bandit for numerous reasons, the main one being fast leveling and therefore better turn generation. As was pointed out NUMEROUS times in /hardcore this was almost certainly not the optimal class by the end of the season, but it is by far the easiest to play through with, and at worst you're losing ~1.5 turns compared to SC or AT. Runs are already time consuming and it's not worth it to me to spend 2 more hours of gameplay time trying to shave off a single turn.

Obviously the goal is to skip the lair quest on day 1 to save turns, and then spend as many turns as possible before being completely crippled by Disowned. Most people were doing ~70 turns on day 1? I go over 100 on day 1 to squeeze in a 2nd yellow ray.===Day 1===

Here's why I waste a deck pull in the 1952 Mickey card. With disowned hitting early we'll barely scrounge up 5k meat on day 1, and without +mp familiars a lot of this is needed for mp regen. Asdon Martin banish is worth a free turn every ~30 turns, so the more we can get the better. Roughly 1000 meat buys enough bread to fuel a banish, so I'll happily grab 10k meat to save ~2 turns on day 1. This also enables easier +item and +/- combat buffs.

Sweet synth candy saves ~3 turns on nuns if you get the meat one, which should happen 80-90% of the time with a single gingerbread noncombat. If I get the +moxie xp option it means massive stat gains right away. Think I got 3 tier 2 candies, took moxie xp, and crossed my fingers for more candy from giants or gleeb.

We don't have to hit level 10 on day 1, but this is how you do it. With the synth xp bonus and LOV gear, Paradise noncombat gives 1850 stats. I think the expected turns for Paradise is 2? Again, almost certainly not optimal, but the flexibility it adds almost always saves a turn. This also enables me to brute force Witchess Queen by getting ~230 buffed moxie and killing her very early. Pointy hat turngen isn't that important but -1% noncombat saves almost a turn on friars/cranny/forest.

[8] The Outskirts of Cobb's Knob [0,0,0]

Using my first Asdon banish, mostly as a free runaway. Helps guarantee the firecracker guy though.

[9] The Spooky Forest [0,0,0]

Forest ghost for delay burn, and then wandering desk. ALV isn't showing witchess fights in here, but I've taken down the queen and one rook. I run around 100ML for the first 50 turns or so, at which point the stat penalty overwhelms me and I'm just getting minimum stat gains, so I just run Alo+smile for xp and offhand the globe.

Want to drink both gibsons with synthesis xp bonus on. Note I get improved martinis instead of spendid for ~4 shots at extra KGB buffs.

[11] Your Witchess Set [0,0,0]
+> [11] Got ten-leaf clover

Correction - here's where I do Witchess. With no egg or slime stacks or nosy nose we want >200 moxie and ~350 HP, along with every DR/DA source we can get. With 10k meat on hand we can cast all available buffs. Without crazy leveling strategies I'm guess the queen could be killed around turn 30 or so, which would still allow use for most of friars and woods.

This was kinda dumb but it paid off. If I can get a few skeleton keys on day 1 I can go ahead and do Daily Dungeon, which soaks up a lots of turns with no real downside from Disowned. Unfortunately to guarantee parts and evil eyes I have to squint and instakill, which I realize after doing it will push the Halloweiner adventure forward. Luckily day 2 Lair henchpeople drop 2 evil eyes and no turns are wasted in nook.

[18-24] The Defiled Niche [0,0,0]

Double banish zone, KGB and snoke. Occasionally I olfact here just to see if I could save a banish.

I debated what to do here. The whole purpose of shooting for level 10 is that I can spend a few turns in airship and yellow ray a burly sidekick or healer. But if you get a gear pirate with a missing piece the asdon missile can cut out a lot of RNG swing with the noncombats. I go ahead and blow the missile and decide to use last yellow ray on 151 frat, assuming I can wear off everything looks yellow.

[56] The Smut Orc Logging Camp [0,0,0]

Wasting a clover.

[57] The Spooky Forest [0,0,0]

Last desk? After this I digitize rooks but don't bother using greek fires. I'm almost to level 10 at this point but only get 1/1/10 stats per fight. Item drops are essentially nixed at this point, which unfortunately means missing cocktail napkin from the pirates unless I push them off to tomorrow.

I'm savvy enough not to blow my 2nd AEDs here, which would have goofed up numberology calcs. Calc the frat guy, disintegrate (disowned is getting us dangerously close to <150mp btw), done. Still have an asdon banish in the queue so I knock a turn off tavern cellar. If I was really crazy I would have skipped rollover booze and knocked 2 turns off, but that would have cut it very close on turngen.

Equip asdon and the +5 adv thing from metal meteor drop.

Some planning stuff for day 2- Spleen is full right now but if I had crazy amounts of candy I'd consider doing the 300% moxie buff on day 2. There's about 20 scaling fights between witchess, LOV, eldritch, and lair, which means mainstat boosters give crazy stats. This is better than the moxie xp synthesis since hitting mus/myst gear requirements are an issue. I decide not to go this route since spleen is too valuable, plus I managed to get the 100% moxie boost from kgb buffs.

Usual startup stuff. Unfortunately we have yet another 1 clover day, although I had already planned out 2 Deck pulls for the ores. Chateau drops serum of sarcasm and porquoise, which I use for an extra 150% moxie. I probably have around 600 buffed moxie here with stats.enq, bass clarinet, goldentongue, and weiner. We can do the same goofy witchess tactic as day 1 to get the pointy hat, although it is possible to *overbuff* moxie here if you aren't careful and don't pickup some +HP and DR.

After witchess and LOV I'll use both minion b gones and a firecracker, and end up with ~15 scaling fights in the lair. This will get me well into level 11.

[122-123] The F'c'le [0,0,68]
+> [122] Got ball polish

Gotta start that asdon banish timer ASAP to squeeze in as many as possible. I think I banish twice here and use a few meteor rerolls. Not having cocktail napkin wastes a banish.

First hench drop is evil eyes, which is perfect for my setup. Second is goat cheese which is useless. Now that I'm thinking about it limiting day 1 to only 70 turns or so would have been worth more than a yellow ray and extra wanderer

Pretty good airship. Healer shows up first and drops amulet. I'd probably un-olfact around turn 18 or so to increase the odds of burly, but he shows up anyway about halfway through and I yellow ray. Usual tactics here - bump combat frequency up when you're waiting for immateriea to snag more SGEEAs. Might have been a turn away from a tennis ball here but I wasn't in the mood to count.

Perfect basement! Around here I figure out where my 3 turkey blasters are going to be used. ALV isn't showing it but I'm throwing digitized rooks into bathroom, and I do the lights out/blaster trick in the gallery. Next blaster gets used on Ground Floor, and I still manage to nab some candy for the sweet synth meat effect. I think the last blaster goes in ballroom? It's possible pyramid would be a better zone, but I will end up getting green smoke bombs to spare so ballroom was the right call.

Quick spleen snapshot - 8 going to AED, 6 to blasters, 1 to +meat synthesis leaves 2 spare. I debate about getting +300% for tower, item synthesis, or prawn to cap modern zombies. End up doing item and prawn, and grab dented scepter midway through the data for mus stats.

Banish janitors and manage to get book of matches plus a bowling ball. Good park. Probably come up a little short on mus here and use a chateau heal. Lair monsters drop a lot of meat so it's easy to swap stuff around at this point.

On that subject I should mention I swap the new horsery horses around a couple times in this run. On day 1 meat I just do crazy horse. On day 2 I get the -combat ones a few times, and otherwise run crazy horse on the off chance it does something interesting.

I guess this is a good spot to mention most noncombat zones are getting -28 or 29% through most of day 2. -10 from buffs, 5 from proto, 10 from bass. 1 from pointy hat, 1 from KGB, 2 from asdon. Even hit -30% at one point with shoe gum. KGB should probably only be swapped once or twice to earn extra buffs.

Always do apartment first, sniff whoever pops first. Got accountants, finished them in the office, converting the last few turns of the office into a delay zone. I suppose you could even olfact lawyers on the last few turns to try to get habeas corpus but that's too much effort.

A whopping 230 adventures without a misclick! Off the top of my head I can remember 3 turns lost this run due to stupidity. My noncombat macro puts on pointy hat, which I forgot about and tried to start the frat war without gear. I also managed to click the battlefield as a hippy when doing nuns. Finally a digitized monster ends up outside a delay zone at some point.

Six turns maybe average for +25% combat rate. Enamorang assassins, digitize frogmen. Can probably waste 97 adventures and fight all 4 wandering frogmen but I time spin the last one to make things easier.

I get mad at no reason for lovbugs because they refuse to fire and I get down to 1 turn of hydration, but then they kick in. Maybe went up to 73% exploration in desert before getting the final worm page which is pretty good. Blur first turn in oasis.

Instakills are wiping out the zone records here. Squint, stone wool, ABC affirmation, and a bunch of other item drops to hit +1000%. Instakill, olfact, and banish my way through cellar. Use remaining squint on either a-boo or to try to get a hedge monster. Manage to get hedge monster but forget to olfact, so I waste a time spin to get another one. Ideally I'd squint one turn in oil peak too to guarantee jar of oil, but with 500% drops the odds are still pretty good.

Forget to go searching for the +meat buff from KGB, which likely costs a turn. Also screw up and extend both ABC and the Monster Level affirmation, which mean the meat buff will wear off just before the tower and not count towards wall of meat.

KGB banish coaltergeist. I'm probably down to 1 KGB or snoke banish here, plus a tennis ball from desert and a few more asdon banishes to squeeze in. I always debate whether or not to save one for the pyramid middle floor, but with a few safetey meteors left I decide not to. Asdon, snokebomb, and a few meteors are used in palindome.

Olfact and unolfact something here to try to optimize star and line drops. Don't know if it helped at all. I end up with 6/6 star/line and come back after battlefield so I have a tennis ball to bail on line monsters.